Stargate SG1 mod

How should i make my Sg1 mod?

  • With all civilizations in 1 scenario

    Votes: 90 73.8%
  • With many dif. scenarios of missions SG1 has undertaken

    Votes: 32 26.2%

  • Total voters
    122
that still dosen't solve the iris problem. and what if the human player destroyes the rail roads and all you need is 1 turn to find all the civs. via railroad.
 
Can the stargates be made a little lighter colored, the event horizon is too dark.

I noticed that you are using the PTW editor..... you don't have Conquests?

EDIT: Good point Bluemofia, that could be a problem.....
 
that still dosen't solve the iris problem. and what if the human player destroyes the rail roads and all you need is 1 turn to find all the civs. via railroad.

The iris problem can be solved by placing an immobile ground unit with a high defense strength on top of the stargate. This way, any unit incapable of destroying the iris are unable to enter the stargate.

You can be selective with units having pillage capability (i wouldn't give it to SG units because they don't carry enough firepower for example) to stop units from destroying railroads.

And it should be possible to view all planets in one turn, if you think about it you could do the same thing int he series by walk through all the stargates and immediately dial to another one.

I think the planets (especially significant ones) should be larger than 3 x 3 though.
 
You should not be able to go to all planets from the start though, SG-1 can not dial every other stargate and meet any planet they want because they don't know all of the stargate addresses.

There has to be a way to have the civs learn the addresses/locations to gain access to each of the other civs slowly.

BTW, I think that the stargate/iris should be one square back from the island so that a unit can not go diagonally to avoid the iris (or maybe just give the iris a zone of control).
 
Originally posted by DS_CL


The iris problem can be solved by placing an immobile ground unit with a high defense strength on top of the stargate. This way, any unit incapable of destroying the iris are unable to enter the stargate.

yeah, but what if a primitive tribe dosen't know how to build the iris or use it? and the iris can still be destroyed in civ with artillery and hordes of troops. in stargate, the iris just pushes what ever that is comming through into the event horizon and the thing gets destroyed.
 
Good points subss, I see the problem now that you explained it.

What about this solution:

Create multiple smaller grids off the main grid that connect subsets of planets. You can cause breaks in the railroad lines or put cities on top of stargates (like Cheyanne Mountain). This may not be slow enough though.

Maybe instead of an iris unit, what about an iris "wall improvement" for a city, and place the city on top of the stargate?
 

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here is an updated version with corrected pallete. If you still decide to use railroads for stargates, I will spend a bit more time making this look more appropriate.
 
As for the Stargates.

If you have Conquests, then units have a Teleport/Telepad ability

So you could give them a long range paradrop as the 'leaving' from the stargate building on their planet

The 'coming back' would be a long range teleport to the stargate building which would act as a telepad.

Each City would be a planet (a 3x3 to 5x5 island) and Space ships would be air units (so that they could get built inside a city that wasn't on the 'coast')

[All 'planets' would be assumed to be ones with Stargates.. although you would need a 'City' to be one that you went to or from]
 
why dont you disable bombard and pillage abilitys so people can't destroy the stargate. but what about fortifying on the wormholes?
 
Well it is okay for the unit to Forify on the end of the Stargate but ya what if they fortify in the middle of the wormhole? Railroad.

DS_CL what do u mean by multiple grids? and well the Stargate needs extra power to get to some planets that Col. O'neill imput into the computer. Ex. Othala. Is there anyway that this could be represented?
 
yo DS_CL do u think that maybe you could add Stone steps up to the gates if its not too much of a problem.

Check this Bhiita has got this for the deathglider unit so far now he just has to fix his pallette problem:
 

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heres a Jaffa unit started by Bhiita. DONT WORRY SA~CRAIG im still gonna use urs.
 

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Originally posted by killer_J27
Well it is okay for the unit to Forify on the end of the Stargate but ya what if they fortify in the middle of the wormhole? Railroad.

DS_CL what do u mean by multiple grids? and well the Stargate needs extra power to get to some planets that Col. O'neill imput into the computer. Ex. Othala. Is there anyway that this could be represented?

You can specify defense values for terrain, jsut specify -100 defense. This doesnt really solve the problem of fortifying on railroads, but at least it makes it so the fortifyer will lose his units if he attempts to fortify.

See my attached scenario for an example of what i mean about multiple grids. Remember that without ROP, railroads in enemy territoy don't work, making it so you can't cross onto gates unless you are allies with them (gave you the address)
 

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I see DS i found a small mix up. what if a civ tries to build A railroad? it'll screw up the gate system.
And about fortifying on wormholes. ive made the defence bonus or whatever the lowest it can go but if they still fortify then thats okay kinda because it is possible to get stuck in the wormhole after it dissconects like Teal'c did so i guess it could be considered that way. What do u think?

Civs:
Barbarians= Replicators
Ra
Apophis
Tau'ri
Asguard
Tok'ra
Jaffa Rebellion

Edit--- got it i shuld make a resource called Wormhole Technology or summin that is required to build railroads then not place it on the map
 
and about the iris. i was thinking about maybe a new Fortress Animation. it would work. i think.
 
I'm going to throw my 2 cents in on the terrain idea.

Background: I'm helping with the Star Trek mod. We've been using Vadus space terrain. (That would be the one with planets as single tiles.) :) See the first couple posts for the humour in that statement....

Idea: Modifiy Vadus terrain.
1 Change the main space tile from sea to mountain.
2 Set the mountain to not allow wheeled units.
3 Prelay the "railroad" for your stargates.
4 Do not allow railroad to be researched/built.
5 Set all your ground units to wheeled.
6 Define how you want your planets. Single tile or city size? If city size then normal terrain may do. If single tile then the remainder of Vadus terrain should do.
7 Design all city/planet locations to not have mountains within their population radius.
8 If planets are city size end the stargate rail on a non mountain tile just outside the population zones of the city. (Only exits for wheeled units would be two diagonals and one straight into city controled land)
9 If planets are tile sized then the unit would not be able to enter unless of that civ.

Note: With mountains as space, sea units would not be needed.


Since I've already played around with Vadus terrain. Feel free to tell me what you'd like and I'll try to see what i can do. If nothing else you would have another style of map and terrain to choose from.

As far as the Iris, that shoud come from a researched tech and a human only tech. The first episode and of course the movie they did not have an iris. The Iris should be (In my opinion) as a building called Iris Control, with additional boosts in defence. (if playing on single tile planets) For the city size planets you'd have to pretend that there is one there and have your troops guarding the gate at all times.


Those are my thoughts.....
 
he just has to fix his pallette problem
:rolleyes: I do not have a palette problem with this particular unit.

there is nothing wrong with the flic you made this.... preview from. The hold up (just so everyone is straight) is some crazy bug that WILL NOT let me fix this crack in the SW direction.
..and the fact I'm completely redoing the whole model from scratch. :p

that jaffa is also going to be remade, actually.
 

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I would like to see some less advanced nations just to add atmosphere. Are you planning to include only the major powers as civs? If so, just ignore this :) Here's a list of civs I can think of at the moment:

Gua'uld Civ's
- Anubis
- Baal
- Sokar
- Bastet
- Yu
- Heru-ur
- Ra
- Hathor
- Chronos

Human Civs
- Tau'ri
- NID
- Terrania (nation of Kelowna)
- Andari Federation (nation of Kelowna)
- Hebridan
- Crimmeria
- Abydos
- One more civ that escapes my mind (the cloners with the technology to pilot ships without pilots)

Other Civs
- Nox
- Tollan
- Jaffa Resistance (I think you can call them Shol'vah)
- Hak'tyl
- Asgard
- Tok'ra
- Unas
- Replicators
- Aschen
- Furlings

Some nations like the Tollan have the ability to build their own gates though, so I suggest putting it far up on the tech tree. Are you planning to use the full tech tree or just the last one or two ages?
 
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